static void setup_framebuffer(const GrGLInterface* gl, int screenWidth, int screenHeight) { //Setup framebuffer GrGLuint texture; GR_GL_CALL(gl, PixelStorei(GR_GL_UNPACK_ROW_LENGTH, 0)); GR_GL_CALL(gl, PixelStorei(GR_GL_PACK_ROW_LENGTH, 0)); GR_GL_CALL(gl, GenTextures(1, &texture)); GR_GL_CALL(gl, ActiveTexture(GR_GL_TEXTURE15)); GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, texture)); GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MAG_FILTER, GR_GL_NEAREST)); GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MIN_FILTER, GR_GL_NEAREST)); GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_S, GR_GL_CLAMP_TO_EDGE)); GR_GL_CALL(gl, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_T, GR_GL_CLAMP_TO_EDGE)); GR_GL_CALL(gl, TexImage2D(GR_GL_TEXTURE_2D, 0, //level GR_GL_RGBA8, //internal format screenWidth, // width screenHeight, // height 0, //border GR_GL_RGBA, //format GR_GL_UNSIGNED_BYTE, // type NULL)); // bind framebuffer GrGLuint framebuffer; GR_GL_CALL(gl, BindTexture(GR_GL_TEXTURE_2D, 0)); GR_GL_CALL(gl, GenFramebuffers(1, &framebuffer)); GR_GL_CALL(gl, BindFramebuffer(GR_GL_FRAMEBUFFER, framebuffer)); GR_GL_CALL(gl, FramebufferTexture2D(GR_GL_FRAMEBUFFER, GR_GL_COLOR_ATTACHMENT0, GR_GL_TEXTURE_2D, texture, 0)); GR_GL_CALL(gl, CheckFramebufferStatus(GR_GL_FRAMEBUFFER)); GR_GL_CALL(gl, Viewport(0, 0, screenWidth, screenHeight)); }
GrGLint GLTestContext::createTextureRectangle(int width, int height, GrGLenum internalFormat, GrGLenum externalFormat, GrGLenum externalType, GrGLvoid* data) { if (!(kGL_GrGLStandard == fGL->fStandard && GrGLGetVersion(fGL) >= GR_GL_VER(3, 1)) && !fGL->fExtensions.has("GL_ARB_texture_rectangle")) { return 0; } if (GrGLGetGLSLVersion(fGL) < GR_GLSL_VER(1, 40)) { return 0; } GrGLuint id; GR_GL_CALL(fGL, GenTextures(1, &id)); GR_GL_CALL(fGL, BindTexture(GR_GL_TEXTURE_RECTANGLE, id)); GR_GL_CALL(fGL, TexParameteri(GR_GL_TEXTURE_RECTANGLE, GR_GL_TEXTURE_MAG_FILTER, GR_GL_NEAREST)); GR_GL_CALL(fGL, TexParameteri(GR_GL_TEXTURE_RECTANGLE, GR_GL_TEXTURE_MIN_FILTER, GR_GL_NEAREST)); GR_GL_CALL(fGL, TexParameteri(GR_GL_TEXTURE_RECTANGLE, GR_GL_TEXTURE_WRAP_S, GR_GL_CLAMP_TO_EDGE)); GR_GL_CALL(fGL, TexParameteri(GR_GL_TEXTURE_RECTANGLE, GR_GL_TEXTURE_WRAP_T, GR_GL_CLAMP_TO_EDGE)); GR_GL_CALL(fGL, TexImage2D(GR_GL_TEXTURE_RECTANGLE, 0, internalFormat, width, height, 0, externalFormat, externalType, data)); return id; }
GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels) { CONTEXT_EXEC(TexImage2D(target, level, internalformat, width, height, border, format, type, pixels)); }
bool SkNativeSharedGLContext::init(const int width, const int height) { if (fGL) { fGL->unref(); this->destroyGLContext(); } fGL = this->createGLContext(); if (fGL) { const GrGLubyte* temp; GrGLBinding bindingInUse = GrGLGetBindingInUse(this->gl()); if (!fGL->validate(bindingInUse) || !fExtensions.init(bindingInUse, fGL)) { fGL = NULL; this->destroyGLContext(); return false; } SK_GL_RET(*this, temp, GetString(GR_GL_VERSION)); const char* versionStr = reinterpret_cast<const char*>(temp); GrGLVersion version = GrGLGetVersionFromString(versionStr); // clear any existing GL erorrs GrGLenum error; do { SK_GL_RET(*this, error, GetError()); } while (GR_GL_NO_ERROR != error); SK_GL(*this, GenFramebuffers(1, &fFBO)); SK_GL(*this, BindFramebuffer(GR_GL_FRAMEBUFFER, fFBO)); SK_GL(*this, GenTextures(1, &fTextureID)); SK_GL(*this, BindTexture(GR_GL_TEXTURE_2D, fTextureID)); SK_GL(*this, TexImage2D(GR_GL_TEXTURE_2D, 0, GR_GL_RGBA, width, height, 0, GR_GL_RGBA, GR_GL_UNSIGNED_BYTE, NULL)); SK_GL(*this, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_S, GR_GL_CLAMP_TO_EDGE)); SK_GL(*this, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_WRAP_T, GR_GL_CLAMP_TO_EDGE)); SK_GL(*this, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MAG_FILTER, GR_GL_NEAREST)); SK_GL(*this, TexParameteri(GR_GL_TEXTURE_2D, GR_GL_TEXTURE_MIN_FILTER, GR_GL_NEAREST)); SK_GL(*this, FramebufferTexture2D(GR_GL_FRAMEBUFFER, GR_GL_COLOR_ATTACHMENT0, GR_GL_TEXTURE_2D, fTextureID, 0)); SK_GL(*this, GenRenderbuffers(1, &fDepthStencilBufferID)); SK_GL(*this, BindRenderbuffer(GR_GL_RENDERBUFFER, fDepthStencilBufferID)); // Some drivers that support packed depth stencil will only succeed // in binding a packed format an FBO. However, we can't rely on packed // depth stencil being available. bool supportsPackedDepthStencil; if (kES2_GrGLBinding == bindingInUse) { supportsPackedDepthStencil = this->hasExtension("GL_OES_packed_depth_stencil"); } else { supportsPackedDepthStencil = version >= GR_GL_VER(3,0) || this->hasExtension("GL_EXT_packed_depth_stencil") || this->hasExtension("GL_ARB_framebuffer_object"); } if (supportsPackedDepthStencil) { // ES2 requires sized internal formats for RenderbufferStorage // On Desktop we let the driver decide. GrGLenum format = kES2_GrGLBinding == bindingInUse ? GR_GL_DEPTH24_STENCIL8 : GR_GL_DEPTH_STENCIL; SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER, format, width, height)); SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER, GR_GL_DEPTH_ATTACHMENT, GR_GL_RENDERBUFFER, fDepthStencilBufferID)); } else { GrGLenum format = kES2_GrGLBinding == bindingInUse ? GR_GL_STENCIL_INDEX8 : GR_GL_STENCIL_INDEX; SK_GL(*this, RenderbufferStorage(GR_GL_RENDERBUFFER, format, width, height)); } SK_GL(*this, FramebufferRenderbuffer(GR_GL_FRAMEBUFFER, GR_GL_STENCIL_ATTACHMENT, GR_GL_RENDERBUFFER, fDepthStencilBufferID)); SK_GL(*this, Viewport(0, 0, width, height)); SK_GL(*this, ClearStencil(0)); SK_GL(*this, Clear(GR_GL_STENCIL_BUFFER_BIT)); SK_GL_RET(*this, error, GetError()); GrGLenum status; SK_GL_RET(*this, status, CheckFramebufferStatus(GR_GL_FRAMEBUFFER)); if (GR_GL_FRAMEBUFFER_COMPLETE != status || GR_GL_NO_ERROR != error) { fFBO = 0; fTextureID = 0; fDepthStencilBufferID = 0; fGL->unref(); fGL = NULL; this->destroyGLContext(); return false; } else { return true; } } return false; }